HeavenStudio/Assets/Scripts/Games/TrickClass/TrickClass.cs

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using NaughtyBezierCurves;
using System;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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using HeavenStudio.Util;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class MobTrickLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
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return new Minigame("trickClass", "Trick on the Class", "ecede4", false, false, new List<GameAction>()
{
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
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new GameAction("bop", "Bop")
{
function = delegate { var e = eventCaller.currentEntity; TrickClass.instance.Bop(e.beat, e.length, e["bop"], e["autoBop"]); },
resizable = true,
parameters = new List<Param>()
{
new Param("bop", true, "Bop", "Toggle if the girl and boy should bop for the duration of this event."),
new Param("autoBop", false, "Bop (Auto)", "Toggle if the girl and boy should automatically bop until another Bop event is reached.")
}
},
new GameAction("toss", "Toss Object")
{
preFunction = delegate
{
EventCaller ec = eventCaller;
var e = ec.currentEntity;
TrickClass.PreTossObject(ec.gameManager, e.beat, (int)e["obj"], e["nx"]);
},
defaultLength = 2,
parameters = new List<Param>()
{
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
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new Param("obj", TrickClass.TrickObjTypeEditor.PaperBall, "Object", "Choose the object that the girl should throw.", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (int)x == (int)TrickClass.TrickObjTypeEditor.Phone, new string[] { "nx" }),
}),
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
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new Param("nx", false, "Switch", "Toggle if the phone should be replaced with a Nintendo Switch."),
}
},
new GameAction("plane", "Plane")
{
preFunction = delegate
{
EventCaller ec = eventCaller;
var e = ec.currentEntity;
TrickClass.PreTossObject(ec.gameManager, e.beat, (int)TrickClass.TrickObjType.Plane);
},
defaultLength = 3,
},
new GameAction("blast", "Optic Blast")
{
preFunction = delegate
{
TrickClass.PreBlast(eventCaller.currentEntity.beat);
},
defaultLength = 4,
},
new GameAction("chair", "Chair")
{
preFunction = delegate
{
EventCaller ec = eventCaller;
var e = ec.currentEntity;
TrickClass.PreTossObject(ec.gameManager, e.beat, (int)TrickClass.TrickObjType.Chair);
},
defaultLength = 2,
hidden = true,
},
new GameAction("phone", "Phone")
{
preFunction = delegate
{
EventCaller ec = eventCaller;
var e = ec.currentEntity;
TrickClass.PreTossObject(ec.gameManager, e.beat, (int)TrickClass.TrickObjType.Phone, eventCaller.currentEntity["nx"]);
},
defaultLength = 2,
hidden = true,
parameters = new List<Param>()
{
new Param("nx", false, "Switch", "Replace the phone with a Switch"),
}
},
new GameAction("shock", "Lightning Bolt")
{
preFunction = delegate
{
EventCaller ec = eventCaller;
var e = ec.currentEntity;
TrickClass.PreTossObject(ec.gameManager, e.beat, (int)TrickClass.TrickObjType.Shock);
},
defaultLength = 2,
hidden = true,
},
},
new List<string>() { "mob", "normal" },
"mobtrick", "en",
new List<string>() { }
);
}
}
}
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namespace HeavenStudio.Games
{
/**
mob_Trick
**/
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using Scripts_TrickClass;
public class TrickClass : Minigame
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{
public enum TrickObjTypeEditor : int
{
PaperBall,
Chair,
Lightning,
Phone,
}
public enum TrickObjType : int
{
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Ball,
Chair,
Shock,
Phone,
Plane,
Blast
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}
public struct QueuedObject
{
public double beat;
public int type;
public bool variant;
}
public static List<QueuedObject> queuedInputs = new List<QueuedObject>();
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[Header("Objects")]
public Animator playerAnim;
public Animator girlAnim;
public Animator warnAnim;
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[Header("References")]
public GameObject[] objPrefab;
public GameObject[] objPrefabVariant;
public string[] objWarnAnim;
public string[] objWarnAnimVariant;
public string[] objThrowAnim;
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public Transform objHolder;
[Header("Curves")]
public BezierCurve3D ballTossCurve;
public BezierCurve3D ballMissCurve;
public BezierCurve3D planeTossCurve;
public BezierCurve3D planeMissCurve;
public BezierCurve3D shockTossCurve;
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public static TrickClass instance;
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public GameEvent bop = new GameEvent();
bool goBop = true;
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public double playerCanDodge = double.MinValue;
double playerBopStart = double.MinValue;
double girlBopStart = double.MinValue;
bool showBubble = true;
bool playerReady, girlBopEnable;
public static PlayerInput.InputAction InputAction_TouchPressing =
new("PcoTrickTouching", new int[] { IAEmptyCat, IAPressingCat, IAEmptyCat },
IA_Empty, IA_TouchBasicPressing, IA_Empty);
void OnDestroy()
{
queuedInputs.Clear();
foreach (var evt in scheduledInputs)
{
evt.Disable();
}
}
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private void Awake()
{
instance = this;
SetupBopRegion("trickClass", "bop", "autoBop");
girlBopEnable = true;
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}
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public override void OnBeatPulse(double beat)
{
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var cond = Conductor.instance;
if (!BeatIsInBopRegion(beat)) return;
if ((!playerReady) && cond.songPositionInBeatsAsDouble > playerBopStart)
playerAnim.DoScaledAnimationAsync("Bop");
if (cond.songPositionInBeatsAsDouble > girlBopStart && girlBopEnable)
girlAnim.DoScaledAnimationAsync("Bop");
}
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public override void OnPlay(double beat)
{
queuedInputs.Clear();
}
public override void OnGameSwitch(double beat)
{
if (!Conductor.instance.isPlaying) return;
if (queuedInputs.Count > 0)
{
foreach (var input in queuedInputs)
{
if (input.type is (int)TrickObjType.Blast)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(input.beat, delegate
{
instance.DoBlast(input.beat);
})
});
}
else
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(input.beat - 1f, delegate
{
warnAnim.Play(input.variant ? objWarnAnimVariant[input.type] : objWarnAnim[input.type], 0, 0);
}),
new BeatAction.Action(input.beat, delegate
{
warnAnim.Play("NoPose", 0, 0);
TossObject(input.beat, input.type, input.variant);
})
});
}
}
}
queuedInputs.Clear();
}
private void Update()
{
if (PlayerInput.GetIsAction(InputAction_TouchPressing) && (!playerReady) && (playerCanDodge <= Conductor.instance.songPositionInBeatsAsDouble))
{
playerAnim.DoScaledAnimationAsync("Prepare");
playerReady = true;
}
if ((!PlayerInput.GetIsAction(InputAction_TouchPressing)) && playerReady && (playerCanDodge <= Conductor.instance.songPositionInBeatsAsDouble))
{
playerAnim.DoScaledAnimationAsync("UnPrepare");
playerReady = false;
}
if (PlayerInput.GetIsAction(InputAction_FlickPress) && !IsExpectingInputNow(InputAction_FlickPress) && (playerCanDodge <= Conductor.instance.songPositionInBeatsAsDouble))
{
PlayerDodge(true);
playerCanDodge = Conductor.instance.songPositionInBeatsAsDouble + 0.6f;
}
}
public void Bop(double beat, float length, bool shouldBop, bool autoBop)
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{
var cond = Conductor.instance;
goBop = autoBop;
if (shouldBop)
{
for (int i = 0; i < length; i++)
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i, delegate
{
if ((!playerReady) && cond.songPositionInBeatsAsDouble > playerBopStart)
playerAnim.DoScaledAnimationAsync("Bop");
if (cond.songPositionInBeatsAsDouble > girlBopStart)
girlAnim.DoScaledAnimationAsync("Bop");
})
});
}
}
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}
public void BubbleToggle()
{
instance.showBubble = !instance.showBubble;
}
public static void PreTossObject(GameManager gm, double beat, int type, bool variant = false)
{
if (gm.currentGame == "trickClass" && gm.minigameObj.TryGetComponent(out TrickClass tc))
{
BeatAction.New(tc, new List<BeatAction.Action>()
{
new BeatAction.Action(beat - 1, delegate
{
if (tc.showBubble == true)
{
tc.warnAnim.Play(variant ? tc.objWarnAnimVariant[type] : tc.objWarnAnim[type], 0, 0);
}
}),
new BeatAction.Action(beat, delegate
{
tc.warnAnim.Play("NoPose", 0, 0);
tc.TossObject(beat, type, variant);
})
});
}
else
{
queuedInputs.Add(new QueuedObject
{
beat = beat,
type = type,
variant = variant
});
}
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switch (type)
{
case (int)TrickObjType.Plane:
PlaySoundSequence("trickClass", "planeThrow", beat);
break;
case (int)TrickObjType.Chair:
PlaySoundSequence("trickClass", "chairThrow", beat);
break;
case (int)TrickObjType.Shock:
PlaySoundSequence("trickClass", "shockThrow", beat);
break;
case (int)TrickObjType.Phone:
PlaySoundSequence("trickClass", "phoneThrow", beat);
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break;
default:
PlaySoundSequence("trickClass", "ballThrow", beat);
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break;
}
}
public void TossObject(double beat, int type, bool variant = false)
{
SpawnObject(beat, type, variant);
girlAnim.DoScaledAnimationAsync(objThrowAnim[type]);
girlBopStart = Conductor.instance.songPositionInBeatsAsDouble + 0.75f;
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}
public void SpawnObject(double beat, int type, bool variant = false)
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{
GameObject objectToSpawn;
BezierCurve3D curve;
switch (type)
{
case (int)TrickObjType.Plane:
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curve = planeTossCurve;
break;
case (int)TrickObjType.Shock:
curve = shockTossCurve;
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break;
default:
curve = ballTossCurve;
break;
}
objectToSpawn = variant ? objPrefabVariant[type] : objPrefab[type];
var mobj = Instantiate(objectToSpawn, objHolder);
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var thinker = mobj.GetComponent<MobTrickObj>();
thinker.startBeat = beat;
thinker.curve = curve;
// thinker.type = type;
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mobj.SetActive(true);
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}
public static void PreBlast(double beat)
{
PlaySoundSequence("trickClass", "girlCharge", beat);
if (GameManager.instance.currentGame == "trickClass")
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate
{
instance.DoBlast(beat);
})
});
}
else
{
queuedInputs.Add(new QueuedObject
{
beat = beat,
type = (int)TrickObjType.Blast,
variant = false
});
}
}
public void DoBlast(double beat)
{
ScheduleInput(beat, 2, InputAction_FlickPress, BlastJustOrNg, BlastMiss, Through, CanDodge);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate
{
girlBopEnable = false;
girlAnim.DoScaledAnimationAsync("Charge0");
}),
new BeatAction.Action(beat + 0.75, delegate
{
girlAnim.DoScaledAnimationAsync("Charge1");
}),
new BeatAction.Action(beat + 1.5, delegate
{
girlAnim.DoScaledAnimationAsync("Charge1");
}),
new BeatAction.Action(beat + 4, delegate
{
girlBopEnable = true;
}),
});
}
public bool CanDodge()
{
return playerCanDodge <= Conductor.instance.songPositionInBeatsAsDouble;
}
public void BlastJustOrNg(PlayerActionEvent caller, float state)
{
if (state <= -1f || state >= 1f)
{
SoundByte.PlayOneShotGame("trickClass/shock_impact");
girlAnim.DoScaledAnimationAsync("BlastNg", 0.5f);
PlayerDodgeNg(true);
return;
}
girlAnim.DoScaledAnimationAsync("BlastDodged", 0.5f);
if (playerCanDodge > Conductor.instance.songPositionInBeatsAsDouble) return;
SoundByte.PlayOneShotGame("trickClass/blast_dodge");
playerAnim.DoScaledAnimationAsync("DodgeBlast0", 1f);
playerBopStart = Conductor.instance.songPositionInBeatsAsDouble + 1.25;
playerCanDodge = Conductor.instance.songPositionInBeatsAsDouble + 1;
playerReady = false;
SoundByte.PlayOneShotGame("trickClass/blast_dodge_return", caller.startBeat + caller.timer + 1f);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(caller.startBeat + caller.timer + 1, delegate
{
playerAnim.DoScaledAnimationAsync("DodgeBlast1", 1f);
}),
});
}
public void BlastMiss(PlayerActionEvent caller)
{
girlAnim.DoScaledAnimationAsync("BlastNg", 0.5f);
SoundByte.PlayOneShotGame("trickClass/blast_miss");
playerAnim.DoScaledAnimationAsync("ThroughBlast");
playerReady = false;
playerBopStart = Conductor.instance.songPositionInBeatsAsDouble + 1.5f;
playerCanDodge = Conductor.instance.songPositionInBeatsAsDouble + 0.5f;
}
public void Through(PlayerActionEvent caller) { }
public void PlayerDodge(bool slow = false, bool type = false)
{
if (playerCanDodge > Conductor.instance.songPositionInBeatsAsDouble) return;
//anim
SoundByte.PlayOneShotGame("trickClass/player_dodge");
playerAnim.DoScaledAnimationAsync(type ? "DodgeAlt" : "Dodge", slow ? 0.6f : 1f);
playerBopStart = Conductor.instance.songPositionInBeatsAsDouble + 0.75f;
playerReady = false;
}
public void PlayerDodgeNg(bool shock = false)
{
playerAnim.DoScaledAnimationAsync(shock ? "DodgeNgShock" : "DodgeNg");
playerReady = false;
playerBopStart = Conductor.instance.songPositionInBeatsAsDouble + 0.75f;
playerCanDodge = Conductor.instance.songPositionInBeatsAsDouble + 0.15f;
}
public void PlayerThrough(bool shock = false)
{
playerAnim.DoScaledAnimationAsync(shock ? "ThroughShock" : "Through");
playerReady = false;
playerBopStart = Conductor.instance.songPositionInBeatsAsDouble + 0.75f;
playerCanDodge = Conductor.instance.songPositionInBeatsAsDouble + 0.15f;
}
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}
}